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Aboleth adventure for lvl 1-10 - my setup.
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<blockquote data-quote="Nickolaidas" data-source="post: 6824008" data-attributes="member: 6803584"><p>I thought about what Transtemporal said about railroading the PCs, and I thought it over. I decided that I'll have the town's ruler ask the PCs help in saving a VIP from the cult. When the PCs find the Cultists who have the VIP (boss fight), and when it looks they're about to win, one of the last standing Cultists will plead them to spare him and help him deliver the VIP to the Deep One, and in exchange his master will offer them a far greater compensation than the town's ruler ever would.</p><p></p><p>This essentially will give the PCs the ability to play the adventure from an evil perspective, with the Aboleth giving them quests that will eventually destroy the city. If the PCs refuse the Cultist's plea and kill him, the town's ruler (or the church of Melora) will keep giving them quests which will eventually lead them to the Aboleth and have them kill it and save the city. OR, the PCs will swing both ways, help each side whenever is convenient, and in the end, get the city for themselves, kill the ruler *and* the Aboleth.</p><p></p><p>I think this is less railroad-y, and can work much better than my original draft. For example, one of the Aboleth's quests will be to have the PCs help the doppleganger infiltrate the Church of Melora and kill its leader in order to take its place and ensure the church's eventual downfall.</p></blockquote><p></p>
[QUOTE="Nickolaidas, post: 6824008, member: 6803584"] I thought about what Transtemporal said about railroading the PCs, and I thought it over. I decided that I'll have the town's ruler ask the PCs help in saving a VIP from the cult. When the PCs find the Cultists who have the VIP (boss fight), and when it looks they're about to win, one of the last standing Cultists will plead them to spare him and help him deliver the VIP to the Deep One, and in exchange his master will offer them a far greater compensation than the town's ruler ever would. This essentially will give the PCs the ability to play the adventure from an evil perspective, with the Aboleth giving them quests that will eventually destroy the city. If the PCs refuse the Cultist's plea and kill him, the town's ruler (or the church of Melora) will keep giving them quests which will eventually lead them to the Aboleth and have them kill it and save the city. OR, the PCs will swing both ways, help each side whenever is convenient, and in the end, get the city for themselves, kill the ruler *and* the Aboleth. I think this is less railroad-y, and can work much better than my original draft. For example, one of the Aboleth's quests will be to have the PCs help the doppleganger infiltrate the Church of Melora and kill its leader in order to take its place and ensure the church's eventual downfall. [/QUOTE]
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Aboleth adventure for lvl 1-10 - my setup.
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